1 module rlgl; 2 3 /********************************************************************************************** 4 * 5 * rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API 6 * 7 * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) 8 * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) 9 * 10 * When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are 11 * initialized on rlglInit() to accumulate vertex data. 12 * 13 * When an internal state change is required all the stored vertex data is renderer in batch, 14 * additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch. 15 * 16 * Some additional resources are also loaded for convenience, here the complete list: 17 * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data 18 * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 19 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) 20 * 21 * Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). 22 * 23 * 24 * CONFIGURATION: 25 * 26 * #define GRAPHICS_API_OPENGL_11 27 * #define GRAPHICS_API_OPENGL_21 28 * #define GRAPHICS_API_OPENGL_33 29 * #define GRAPHICS_API_OPENGL_43 30 * #define GRAPHICS_API_OPENGL_ES2 31 * Use selected OpenGL graphics backend, should be supported by platform 32 * Those preprocessor defines are only used on rlgl module, if OpenGL version is 33 * required by any other module, use rlGetVersion() to check it 34 * 35 * #define RLGL_IMPLEMENTATION 36 * Generates the implementation of the library into the included file. 37 * If not defined, the library is in header only mode and can be included in other headers 38 * or source files without problems. But only ONE file should hold the implementation. 39 * 40 * #define RLGL_RENDER_TEXTURES_HINT 41 * Enable framebuffer objects (fbo) support (enabled by default) 42 * Some GPUs could not support them despite the OpenGL version 43 * 44 * #define RLGL_SHOW_GL_DETAILS_INFO 45 * Show OpenGL extensions and capabilities detailed logs on init 46 * 47 * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 48 * Enable debug context (only available on OpenGL 4.3) 49 * 50 * rlgl capabilities could be customized just defining some internal 51 * values before library inclusion (default values listed): 52 * 53 * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits 54 * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) 55 * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) 56 * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 57 * 58 * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack 59 * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported 60 * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance 61 * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance 62 * 63 * When loading a shader, the following vertex attribute and uniform 64 * location names are tried to be set automatically: 65 * 66 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 67 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 68 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 69 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 70 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 71 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 72 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 73 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 74 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 75 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 76 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) 77 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 78 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 79 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 80 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 81 * 82 * DEPENDENCIES: 83 * 84 * - OpenGL libraries (depending on platform and OpenGL version selected) 85 * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) 86 * 87 * 88 * LICENSE: zlib/libpng 89 * 90 * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) 91 * 92 * This software is provided "as-is", without any express or implied warranty. In no event 93 * will the authors be held liable for any damages arising from the use of this software. 94 * 95 * Permission is granted to anyone to use this software for any purpose, including commercial 96 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 97 * 98 * 1. The origin of this software must not be misrepresented; you must not claim that you 99 * wrote the original software. If you use this software in a product, an acknowledgment 100 * in the product documentation would be appreciated but is not required. 101 * 102 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 103 * as being the original software. 104 * 105 * 3. This notice may not be removed or altered from any source distribution. 106 * 107 **********************************************************************************************/ 108 109 import core.stdc.config; 110 import core.stdc.stdarg; 111 import core.stdc.stdlib; 112 113 extern (C) @nogc nothrow: 114 115 enum RLGL_VERSION = "4.0"; 116 117 // Function specifiers in case library is build/used as a shared library (Windows) 118 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll 119 120 // We are building the library as a Win32 shared library (.dll) 121 122 // We are using the library as a Win32 shared library (.dll) 123 124 // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers) 125 126 // Support TRACELOG macros 127 128 // Security check in case no GRAPHICS_API_OPENGL_* defined 129 130 // Security check in case multiple GRAPHICS_API_OPENGL_* defined 131 132 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality 133 // WARNING: Specific parts are checked with #if defines 134 135 // OpenGL 4.3 uses OpenGL 3.3 Core functionality 136 137 // Support framebuffer objects by default 138 // NOTE: Some driver implementation do not support it, despite they should 139 140 //---------------------------------------------------------------------------------- 141 // Defines and Macros 142 //---------------------------------------------------------------------------------- 143 144 // Default internal render batch elements limits 145 146 // This is the maximum amount of elements (quads) per batch 147 // NOTE: Be careful with text, every letter maps to a quad 148 enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; 149 150 // We reduce memory sizes for embedded systems (RPI and HTML5) 151 // NOTE: On HTML5 (emscripten) this is allocated on heap, 152 // by default it's only 16MB!...just take care... 153 154 enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) 155 156 enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) 157 158 enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 159 160 // Internal Matrix stack 161 162 enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack 163 164 // Shader limits 165 166 enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported 167 168 // Projection matrix culling 169 170 enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance 171 172 enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance 173 174 // Texture parameters (equivalent to OpenGL defines) 175 enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S 176 enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T 177 enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER 178 enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER 179 180 enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST 181 enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR 182 enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST 183 enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR 184 enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST 185 enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR 186 enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) 187 188 enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT 189 enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE 190 enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT 191 enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT 192 193 // Matrix modes (equivalent to OpenGL) 194 enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW 195 enum RL_PROJECTION = 0x1701; // GL_PROJECTION 196 enum RL_TEXTURE = 0x1702; // GL_TEXTURE 197 198 // Primitive assembly draw modes 199 enum RL_LINES = 0x0001; // GL_LINES 200 enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES 201 enum RL_QUADS = 0x0007; // GL_QUADS 202 203 // GL equivalent data types 204 enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE 205 enum RL_FLOAT = 0x1406; // GL_FLOAT 206 207 // Buffer usage hint 208 enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW 209 enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ 210 enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY 211 enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW 212 enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ 213 enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY 214 enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW 215 enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ 216 enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY 217 218 // GL Shader type 219 enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER 220 enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER 221 enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER 222 223 //---------------------------------------------------------------------------------- 224 // Types and Structures Definition 225 //---------------------------------------------------------------------------------- 226 enum rlGlVersion 227 { 228 OPENGL_11 = 1, 229 OPENGL_21 = 2, 230 OPENGL_33 = 3, 231 OPENGL_43 = 4, 232 OPENGL_ES_20 = 5 233 } 234 235 enum rlFramebufferAttachType 236 { 237 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, 238 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, 239 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, 240 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, 241 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, 242 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, 243 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, 244 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, 245 RL_ATTACHMENT_DEPTH = 100, 246 RL_ATTACHMENT_STENCIL = 200 247 } 248 249 enum rlFramebufferAttachTextureType 250 { 251 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, 252 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, 253 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, 254 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, 255 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, 256 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, 257 RL_ATTACHMENT_TEXTURE2D = 100, 258 RL_ATTACHMENT_RENDERBUFFER = 200 259 } 260 261 // Dynamic vertex buffers (position + texcoords + colors + indices arrays) 262 struct rlVertexBuffer 263 { 264 int elementCount; // Number of elements in the buffer (QUADS) 265 266 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 267 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 268 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 269 270 uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 271 272 // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 273 274 uint vaoId; // OpenGL Vertex Array Object id 275 uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) 276 } 277 278 // Draw call type 279 // NOTE: Only texture changes register a new draw, other state-change-related elements are not 280 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any 281 // of those state-change happens (this is done in core module) 282 struct rlDrawCall 283 { 284 int mode; // Drawing mode: LINES, TRIANGLES, QUADS 285 int vertexCount; // Number of vertex of the draw 286 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) 287 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId 288 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId 289 uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes 290 291 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default 292 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default 293 } 294 295 // rlRenderBatch type 296 struct rlRenderBatch 297 { 298 int bufferCount; // Number of vertex buffers (multi-buffering support) 299 int currentBuffer; // Current buffer tracking in case of multi-buffering 300 rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data 301 302 rlDrawCall* draws; // Draw calls array, depends on textureId 303 int drawCounter; // Draw calls counter 304 float currentDepth; // Current depth value for next draw 305 } 306 307 // Boolean type 308 309 // Matrix, 4x4 components, column major, OpenGL style, right handed 310 struct Matrix 311 { 312 float m0; 313 float m4; 314 float m8; 315 float m12; // Matrix first row (4 components) 316 float m1; 317 float m5; 318 float m9; 319 float m13; // Matrix second row (4 components) 320 float m2; 321 float m6; 322 float m10; 323 float m14; // Matrix third row (4 components) 324 float m3; 325 float m7; 326 float m11; 327 float m15; // Matrix fourth row (4 components) 328 } 329 330 // Trace log level 331 // NOTE: Organized by priority level 332 enum rlTraceLogLevel 333 { 334 RL_LOG_ALL = 0, // Display all logs 335 RL_LOG_TRACE = 1, // Trace logging, intended for internal use only 336 RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 337 RL_LOG_INFO = 3, // Info logging, used for program execution info 338 RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures 339 RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures 340 RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 341 RL_LOG_NONE = 7 // Disable logging 342 } 343 344 // Texture formats (support depends on OpenGL version) 345 enum rlPixelFormat 346 { 347 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 348 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 349 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 350 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 351 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 352 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 353 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 354 RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 355 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 356 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 357 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) 358 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) 359 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp 360 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp 361 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp 362 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp 363 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp 364 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp 365 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp 366 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp 367 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp 368 } 369 370 // Texture parameters: filter mode 371 // NOTE 1: Filtering considers mipmaps if available in the texture 372 // NOTE 2: Filter is accordingly set for minification and magnification 373 enum rlTextureFilter 374 { 375 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation 376 RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 377 RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 378 RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 379 RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 380 RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 381 } 382 383 // Color blending modes (pre-defined) 384 enum rlBlendMode 385 { 386 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) 387 RL_BLEND_ADDITIVE = 1, // Blend textures adding colors 388 RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 389 RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 390 RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 391 RL_BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) 392 } 393 394 // Shader location point type 395 enum rlShaderLocationIndex 396 { 397 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 398 RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 399 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 400 RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 401 RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 402 RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 403 RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 404 RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 405 RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 406 RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 407 RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 408 RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 409 RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 410 RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 411 RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 412 RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) 413 RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) 414 RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 415 RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 416 RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 417 RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 418 RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 419 RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 420 RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 421 RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 422 RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 423 } 424 425 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO; 426 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS; 427 428 // Shader uniform data type 429 enum rlShaderUniformDataType 430 { 431 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 432 RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 433 RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 434 RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 435 RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int 436 RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 437 RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 438 RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 439 RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 440 } 441 442 // Shader attribute data types 443 enum rlShaderAttributeDataType 444 { 445 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 446 RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 447 RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 448 RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 449 } 450 451 //------------------------------------------------------------------------------------ 452 // Functions Declaration - Matrix operations 453 //------------------------------------------------------------------------------------ 454 455 // Prevents name mangling of functions 456 457 void rlMatrixMode (int mode); // Choose the current matrix to be transformed 458 void rlPushMatrix (); // Push the current matrix to stack 459 void rlPopMatrix (); // Pop lattest inserted matrix from stack 460 void rlLoadIdentity (); // Reset current matrix to identity matrix 461 void rlTranslatef (float x, float y, float z); // Multiply the current matrix by a translation matrix 462 void rlRotatef (float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix 463 void rlScalef (float x, float y, float z); // Multiply the current matrix by a scaling matrix 464 void rlMultMatrixf (float* matf); // Multiply the current matrix by another matrix 465 void rlFrustum (double left, double right, double bottom, double top, double znear, double zfar); 466 void rlOrtho (double left, double right, double bottom, double top, double znear, double zfar); 467 void rlViewport (int x, int y, int width, int height); // Set the viewport area 468 469 //------------------------------------------------------------------------------------ 470 // Functions Declaration - Vertex level operations 471 //------------------------------------------------------------------------------------ 472 void rlBegin (int mode); // Initialize drawing mode (how to organize vertex) 473 void rlEnd (); // Finish vertex providing 474 void rlVertex2i (int x, int y); // Define one vertex (position) - 2 int 475 void rlVertex2f (float x, float y); // Define one vertex (position) - 2 float 476 void rlVertex3f (float x, float y, float z); // Define one vertex (position) - 3 float 477 void rlTexCoord2f (float x, float y); // Define one vertex (texture coordinate) - 2 float 478 void rlNormal3f (float x, float y, float z); // Define one vertex (normal) - 3 float 479 void rlColor4ub (ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte 480 void rlColor3f (float x, float y, float z); // Define one vertex (color) - 3 float 481 void rlColor4f (float x, float y, float z, float w); // Define one vertex (color) - 4 float 482 483 //------------------------------------------------------------------------------------ 484 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) 485 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, 486 // some of them are direct wrappers over OpenGL calls, some others are custom 487 //------------------------------------------------------------------------------------ 488 489 // Vertex buffers state 490 bool rlEnableVertexArray (uint vaoId); // Enable vertex array (VAO, if supported) 491 void rlDisableVertexArray (); // Disable vertex array (VAO, if supported) 492 void rlEnableVertexBuffer (uint id); // Enable vertex buffer (VBO) 493 void rlDisableVertexBuffer (); // Disable vertex buffer (VBO) 494 void rlEnableVertexBufferElement (uint id); // Enable vertex buffer element (VBO element) 495 void rlDisableVertexBufferElement (); // Disable vertex buffer element (VBO element) 496 void rlEnableVertexAttribute (uint index); // Enable vertex attribute index 497 void rlDisableVertexAttribute (uint index); // Disable vertex attribute index 498 499 // Enable attribute state pointer 500 // Disable attribute state pointer 501 502 // Textures state 503 void rlActiveTextureSlot (int slot); // Select and active a texture slot 504 void rlEnableTexture (uint id); // Enable texture 505 void rlDisableTexture (); // Disable texture 506 void rlEnableTextureCubemap (uint id); // Enable texture cubemap 507 void rlDisableTextureCubemap (); // Disable texture cubemap 508 void rlTextureParameters (uint id, int param, int value); // Set texture parameters (filter, wrap) 509 510 // Shader state 511 void rlEnableShader (uint id); // Enable shader program 512 void rlDisableShader (); // Disable shader program 513 514 // Framebuffer state 515 void rlEnableFramebuffer (uint id); // Enable render texture (fbo) 516 void rlDisableFramebuffer (); // Disable render texture (fbo), return to default framebuffer 517 void rlActiveDrawBuffers (int count); // Activate multiple draw color buffers 518 519 // General render state 520 void rlEnableColorBlend (); // Enable color blending 521 void rlDisableColorBlend (); // Disable color blending 522 void rlEnableDepthTest (); // Enable depth test 523 void rlDisableDepthTest (); // Disable depth test 524 void rlEnableDepthMask (); // Enable depth write 525 void rlDisableDepthMask (); // Disable depth write 526 void rlEnableBackfaceCulling (); // Enable backface culling 527 void rlDisableBackfaceCulling (); // Disable backface culling 528 void rlEnableScissorTest (); // Enable scissor test 529 void rlDisableScissorTest (); // Disable scissor test 530 void rlScissor (int x, int y, int width, int height); // Scissor test 531 void rlEnableWireMode (); // Enable wire mode 532 void rlDisableWireMode (); // Disable wire mode 533 void rlSetLineWidth (float width); // Set the line drawing width 534 float rlGetLineWidth (); // Get the line drawing width 535 void rlEnableSmoothLines (); // Enable line aliasing 536 void rlDisableSmoothLines (); // Disable line aliasing 537 void rlEnableStereoRender (); // Enable stereo rendering 538 void rlDisableStereoRender (); // Disable stereo rendering 539 bool rlIsStereoRenderEnabled (); // Check if stereo render is enabled 540 541 void rlClearColor (ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color 542 void rlClearScreenBuffers (); // Clear used screen buffers (color and depth) 543 void rlCheckErrors (); // Check and log OpenGL error codes 544 void rlSetBlendMode (int mode); // Set blending mode 545 void rlSetBlendFactors (int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) 546 547 //------------------------------------------------------------------------------------ 548 // Functions Declaration - rlgl functionality 549 //------------------------------------------------------------------------------------ 550 // rlgl initialization functions 551 void rlglInit (int width, int height); // Initialize rlgl (buffers, shaders, textures, states) 552 void rlglClose (); // De-inititialize rlgl (buffers, shaders, textures) 553 void rlLoadExtensions (void* loader); // Load OpenGL extensions (loader function required) 554 int rlGetVersion (); // Get current OpenGL version 555 int rlGetFramebufferWidth (); // Get default framebuffer width 556 int rlGetFramebufferHeight (); // Get default framebuffer height 557 558 uint rlGetTextureIdDefault (); // Get default texture id 559 uint rlGetShaderIdDefault (); // Get default shader id 560 int* rlGetShaderLocsDefault (); // Get default shader locations 561 562 // Render batch management 563 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode 564 // but this render batch API is exposed in case of custom batches are required 565 rlRenderBatch rlLoadRenderBatch (int numBuffers, int bufferElements); // Load a render batch system 566 void rlUnloadRenderBatch (rlRenderBatch batch); // Unload render batch system 567 void rlDrawRenderBatch (rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset) 568 void rlSetRenderBatchActive (rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) 569 void rlDrawRenderBatchActive (); // Update and draw internal render batch 570 bool rlCheckRenderBatchLimit (int vCount); // Check internal buffer overflow for a given number of vertex 571 void rlSetTexture (uint id); // Set current texture for render batch and check buffers limits 572 573 //------------------------------------------------------------------------------------------------------------------------ 574 575 // Vertex buffers management 576 uint rlLoadVertexArray (); // Load vertex array (vao) if supported 577 uint rlLoadVertexBuffer (void* buffer, int size, bool dynamic); // Load a vertex buffer attribute 578 uint rlLoadVertexBufferElement (void* buffer, int size, bool dynamic); // Load a new attributes element buffer 579 void rlUpdateVertexBuffer (uint bufferId, void* data, int dataSize, int offset); // Update GPU buffer with new data 580 void rlUnloadVertexArray (uint vaoId); 581 void rlUnloadVertexBuffer (uint vboId); 582 void rlSetVertexAttribute (uint index, int compSize, int type, bool normalized, int stride, void* pointer); 583 void rlSetVertexAttributeDivisor (uint index, int divisor); 584 void rlSetVertexAttributeDefault (int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value 585 void rlDrawVertexArray (int offset, int count); 586 void rlDrawVertexArrayElements (int offset, int count, void* buffer); 587 void rlDrawVertexArrayInstanced (int offset, int count, int instances); 588 void rlDrawVertexArrayElementsInstanced (int offset, int count, void* buffer, int instances); 589 590 // Textures management 591 uint rlLoadTexture (void* data, int width, int height, int format, int mipmapCount); // Load texture in GPU 592 uint rlLoadTextureDepth (int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) 593 uint rlLoadTextureCubemap (void* data, int size, int format); // Load texture cubemap 594 void rlUpdateTexture (uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data 595 void rlGetGlTextureFormats (int format, int* glInternalFormat, int* glFormat, int* glType); // Get OpenGL internal formats 596 const(char)* rlGetPixelFormatName (uint format); // Get name string for pixel format 597 void rlUnloadTexture (uint id); // Unload texture from GPU memory 598 void rlGenTextureMipmaps (uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture 599 void* rlReadTexturePixels (uint id, int width, int height, int format); // Read texture pixel data 600 ubyte* rlReadScreenPixels (int width, int height); // Read screen pixel data (color buffer) 601 602 // Framebuffer management (fbo) 603 uint rlLoadFramebuffer (int width, int height); // Load an empty framebuffer 604 void rlFramebufferAttach (uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer 605 bool rlFramebufferComplete (uint id); // Verify framebuffer is complete 606 void rlUnloadFramebuffer (uint id); // Delete framebuffer from GPU 607 608 // Shaders management 609 uint rlLoadShaderCode (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings 610 uint rlCompileShader (const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) 611 uint rlLoadShaderProgram (uint vShaderId, uint fShaderId); // Load custom shader program 612 void rlUnloadShaderProgram (uint id); // Unload shader program 613 int rlGetLocationUniform (uint shaderId, const(char)* uniformName); // Get shader location uniform 614 int rlGetLocationAttrib (uint shaderId, const(char)* attribName); // Get shader location attribute 615 void rlSetUniform (int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform 616 void rlSetUniformMatrix (int locIndex, Matrix mat); // Set shader value matrix 617 void rlSetUniformSampler (int locIndex, uint textureId); // Set shader value sampler 618 void rlSetShader (uint id, int* locs); // Set shader currently active (id and locations) 619 620 // Compute shader management 621 uint rlLoadComputeShaderProgram (uint shaderId); // Load compute shader program 622 void rlComputeShaderDispatch (uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 623 624 // Shader buffer storage object management (ssbo) 625 uint rlLoadShaderBuffer (ulong size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO) 626 void rlUnloadShaderBuffer (uint ssboId); // Unload shader storage buffer object (SSBO) 627 void rlUpdateShaderBufferElements (uint id, const(void)* data, ulong dataSize, ulong offset); // Update SSBO buffer data 628 ulong rlGetShaderBufferSize (uint id); // Get SSBO buffer size 629 void rlReadShaderBufferElements (uint id, void* dest, ulong count, ulong offset); // Bind SSBO buffer 630 void rlBindShaderBuffer (uint id, uint index); // Copy SSBO buffer data 631 632 // Buffer management 633 void rlCopyBuffersElements (uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count); // Copy SSBO buffer data 634 void rlBindImageTexture (uint id, uint index, uint format, int readonly); // Bind image texture 635 636 // Matrix state management 637 Matrix rlGetMatrixModelview (); // Get internal modelview matrix 638 Matrix rlGetMatrixProjection (); // Get internal projection matrix 639 Matrix rlGetMatrixTransform (); // Get internal accumulated transform matrix 640 Matrix rlGetMatrixProjectionStereo (int eye); // Get internal projection matrix for stereo render (selected eye) 641 Matrix rlGetMatrixViewOffsetStereo (int eye); // Get internal view offset matrix for stereo render (selected eye) 642 void rlSetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 643 void rlSetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 644 void rlSetMatrixProjectionStereo (Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering 645 void rlSetMatrixViewOffsetStereo (Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering 646 647 // Quick and dirty cube/quad buffers load->draw->unload 648 void rlLoadDrawCube (); // Load and draw a cube 649 void rlLoadDrawQuad (); // Load and draw a quad 650 651 // RLGL_H 652 653 /*********************************************************************************** 654 * 655 * RLGL IMPLEMENTATION 656 * 657 ************************************************************************************/ 658 659 // OpenGL 1.1 library for OSX 660 // OpenGL extensions library 661 662 // APIENTRY for OpenGL function pointer declarations is required 663 664 // WINGDIAPI definition. Some Windows OpenGL headers need it 665 666 // OpenGL 1.1 library 667 668 // OpenGL 3 library for OSX 669 // OpenGL 3 extensions library for OSX 670 671 // GLAD extensions loading library, includes OpenGL headers 672 673 //#include <EGL/egl.h> // EGL library -> not required, platform layer 674 // OpenGL ES 2.0 library 675 // OpenGL ES 2.0 extensions library 676 677 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 678 // provided headers (despite being defined in official Khronos GLES2 headers) 679 680 // Required for: malloc(), free() 681 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] 682 // Required for: sqrtf(), sinf(), cosf(), floor(), log() 683 684 //---------------------------------------------------------------------------------- 685 // Defines and Macros 686 //---------------------------------------------------------------------------------- 687 688 // Default shader vertex attribute names to set location points 689 690 // Binded by default to shader location: 0 691 692 // Binded by default to shader location: 1 693 694 // Binded by default to shader location: 2 695 696 // Binded by default to shader location: 3 697 698 // Binded by default to shader location: 4 699 700 // Binded by default to shader location: 5 701 702 // model-view-projection matrix 703 704 // view matrix 705 706 // projection matrix 707 708 // model matrix 709 710 // normal matrix (transpose(inverse(matModelView)) 711 712 // color diffuse (base tint color, multiplied by texture color) 713 714 // texture0 (texture slot active 0) 715 716 // texture1 (texture slot active 1) 717 718 // texture2 (texture slot active 2) 719 720 //---------------------------------------------------------------------------------- 721 // Types and Structures Definition 722 //---------------------------------------------------------------------------------- 723 724 // Current render batch 725 // Default internal render batch 726 727 // Current active render batch vertex counter (generic, used for all batches) 728 // Current active texture coordinate (added on glVertex*()) 729 // Current active normal (added on glVertex*()) 730 // Current active color (added on glVertex*()) 731 732 // Current matrix mode 733 // Current matrix pointer 734 // Default modelview matrix 735 // Default projection matrix 736 // Transform matrix to be used with rlTranslate, rlRotate, rlScale 737 // Require transform matrix application to current draw-call vertex (if required) 738 // Matrix stack for push/pop 739 // Matrix stack counter 740 741 // Default texture used on shapes/poly drawing (required by shader) 742 // Active texture ids to be enabled on batch drawing (0 active by default) 743 // Default vertex shader id (used by default shader program) 744 // Default fragment shader id (used by default shader program) 745 // Default shader program id, supports vertex color and diffuse texture 746 // Default shader locations pointer to be used on rendering 747 // Current shader id to be used on rendering (by default, defaultShaderId) 748 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) 749 750 // Stereo rendering flag 751 // VR stereo rendering eyes projection matrices 752 // VR stereo rendering eyes view offset matrices 753 754 // Blending mode active 755 // Blending source factor 756 // Blending destination factor 757 // Blending equation 758 759 // Default framebuffer width 760 // Default framebuffer height 761 762 // Renderer state 763 764 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) 765 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) 766 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) 767 // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) 768 // float textures support (32 bit per channel) (GL_OES_texture_float) 769 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) 770 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) 771 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) 772 // PVR texture compression support (GL_IMG_texture_compression_pvrtc) 773 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) 774 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) 775 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) 776 // Compute shaders support (GL_ARB_compute_shader) 777 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) 778 779 // Maximum anisotropy level supported (minimum is 2.0f) 780 // Maximum bits for depth component 781 782 // Extensions supported flags 783 784 // OpenGL extension functions loader signature (same as GLADloadproc) 785 786 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 787 788 //---------------------------------------------------------------------------------- 789 // Global Variables Definition 790 //---------------------------------------------------------------------------------- 791 792 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 793 794 // NOTE: VAO functionality is exposed through extensions (OES) 795 796 // NOTE: Instancing functionality could also be available through extension 797 798 //---------------------------------------------------------------------------------- 799 // Module specific Functions Declaration 800 //---------------------------------------------------------------------------------- 801 802 // Load default shader 803 // Unload default shader 804 805 // Get compressed format official GL identifier name 806 // RLGL_SHOW_GL_DETAILS_INFO 807 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 808 809 // Generate mipmaps data on CPU side 810 // Generate next mipmap level on CPU side 811 812 // Get pixel data size in bytes (image or texture) 813 // Auxiliar matrix math functions 814 // Get identity matrix 815 // Multiply two matrices 816 817 //---------------------------------------------------------------------------------- 818 // Module Functions Definition - Matrix operations 819 //---------------------------------------------------------------------------------- 820 821 // Fallback to OpenGL 1.1 function calls 822 //--------------------------------------- 823 824 // Choose the current matrix to be transformed 825 826 //else if (mode == RL_TEXTURE) // Not supported 827 828 // Push the current matrix into RLGL.State.stack 829 830 // Pop lattest inserted matrix from RLGL.State.stack 831 832 // Reset current matrix to identity matrix 833 834 // Multiply the current matrix by a translation matrix 835 836 // NOTE: We transpose matrix with multiplication order 837 838 // Multiply the current matrix by a rotation matrix 839 // NOTE: The provided angle must be in degrees 840 841 // Axis vector (x, y, z) normalization 842 843 // Rotation matrix generation 844 845 // NOTE: We transpose matrix with multiplication order 846 847 // Multiply the current matrix by a scaling matrix 848 849 // NOTE: We transpose matrix with multiplication order 850 851 // Multiply the current matrix by another matrix 852 853 // Matrix creation from array 854 855 // Multiply the current matrix by a perspective matrix generated by parameters 856 857 // Multiply the current matrix by an orthographic matrix generated by parameters 858 859 // NOTE: If left-right and top-botton values are equal it could create a division by zero, 860 // response to it is platform/compiler dependant 861 862 // Set the viewport area (transformation from normalized device coordinates to window coordinates) 863 864 //---------------------------------------------------------------------------------- 865 // Module Functions Definition - Vertex level operations 866 //---------------------------------------------------------------------------------- 867 868 // Fallback to OpenGL 1.1 function calls 869 //--------------------------------------- 870 871 // Initialize drawing mode (how to organize vertex) 872 873 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS 874 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer 875 876 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 877 // that way, following QUADS drawing will keep aligned with index processing 878 // It implies adding some extra alignment vertex at the end of the draw, 879 // those vertex are not processed but they are considered as an additional offset 880 // for the next set of vertex to be drawn 881 882 // Finish vertex providing 883 884 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, 885 // as well as depth buffer bit-depth (16bit or 24bit or 32bit) 886 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) 887 888 // Verify internal buffers limits 889 // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() 890 891 // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), 892 // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! 893 // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw 894 895 // Define one vertex (position) 896 // NOTE: Vertex position data is the basic information required for drawing 897 898 // Transform provided vector if required 899 900 // Verify that current vertex buffer elements limit has not been reached 901 902 // Add vertices 903 904 // Add current texcoord 905 906 // TODO: Add current normal 907 // By default rlVertexBuffer type does not store normals 908 909 // Add current color 910 911 // Define one vertex (position) 912 913 // Define one vertex (position) 914 915 // Define one vertex (texture coordinate) 916 // NOTE: Texture coordinates are limited to QUADS only 917 918 // Define one vertex (normal) 919 // NOTE: Normals limited to TRIANGLES only? 920 921 // Define one vertex (color) 922 923 // Define one vertex (color) 924 925 // Define one vertex (color) 926 927 //-------------------------------------------------------------------------------------- 928 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) 929 //-------------------------------------------------------------------------------------- 930 931 // Set current texture to use 932 933 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts 934 935 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 936 // that way, following QUADS drawing will keep aligned with index processing 937 // It implies adding some extra alignment vertex at the end of the draw, 938 // those vertex are not processed but they are considered as an additional offset 939 // for the next set of vertex to be drawn 940 941 // Select and active a texture slot 942 943 // Enable texture 944 945 // Disable texture 946 947 // Enable texture cubemap 948 949 // Disable texture cubemap 950 951 // Set texture parameters (wrap mode/filter mode) 952 953 // Enable shader program 954 955 // Disable shader program 956 957 // Enable rendering to texture (fbo) 958 959 // Disable rendering to texture 960 961 // Activate multiple draw color buffers 962 // NOTE: One color buffer is always active by default 963 964 // NOTE: Maximum number of draw buffers supported is implementation dependant, 965 // it can be queried with glGet*() but it must be at least 8 966 //GLint maxDrawBuffers = 0; 967 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); 968 969 //---------------------------------------------------------------------------------- 970 // General render state configuration 971 //---------------------------------------------------------------------------------- 972 973 // Enable color blending 974 975 // Disable color blending 976 977 // Enable depth test 978 979 // Disable depth test 980 981 // Enable depth write 982 983 // Disable depth write 984 985 // Enable backface culling 986 987 // Disable backface culling 988 989 // Enable scissor test 990 991 // Disable scissor test 992 993 // Scissor test 994 995 // Enable wire mode 996 997 // NOTE: glPolygonMode() not available on OpenGL ES 998 999 // Disable wire mode 1000 1001 // NOTE: glPolygonMode() not available on OpenGL ES 1002 1003 // Set the line drawing width 1004 1005 // Get the line drawing width 1006 1007 // Enable line aliasing 1008 1009 // Disable line aliasing 1010 1011 // Enable stereo rendering 1012 1013 // Disable stereo rendering 1014 1015 // Check if stereo render is enabled 1016 1017 // Clear color buffer with color 1018 1019 // Color values clamp to 0.0f(0) and 1.0f(255) 1020 1021 // Clear used screen buffers (color and depth) 1022 1023 // Clear used buffers: Color and Depth (Depth is used for 3D) 1024 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... 1025 1026 // Check and log OpenGL error codes 1027 1028 // Set blend mode 1029 1030 // Set blending mode factor and equation 1031 1032 //---------------------------------------------------------------------------------- 1033 // Module Functions Definition - OpenGL Debug 1034 //---------------------------------------------------------------------------------- 1035 1036 // Ignore non-significant error/warning codes (NVidia drivers) 1037 // NOTE: Here there are the details with a sample output: 1038 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) 1039 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) 1040 // will use VIDEO memory as the source for buffer object operations. (severity: low) 1041 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) 1042 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have 1043 // a defined base level and cannot be used for texture mapping. (severity: low) 1044 1045 //---------------------------------------------------------------------------------- 1046 // Module Functions Definition - rlgl functionality 1047 //---------------------------------------------------------------------------------- 1048 1049 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states 1050 1051 // Enable OpenGL debug context if required 1052 1053 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message 1054 1055 // Debug context options: 1056 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints 1057 // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error 1058 1059 // Init default white texture 1060 // 1 pixel RGBA (4 bytes) 1061 1062 // Init default Shader (customized for GL 3.3 and ES2) 1063 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs 1064 1065 // Init default vertex arrays buffers 1066 1067 // Init stack matrices (emulating OpenGL 1.1) 1068 1069 // Init internal matrices 1070 1071 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1072 1073 // Initialize OpenGL default states 1074 //---------------------------------------------------------- 1075 // Init state: Depth test 1076 // Type of depth testing to apply 1077 // Disable depth testing for 2D (only used for 3D) 1078 1079 // Init state: Blending mode 1080 // Color blending function (how colors are mixed) 1081 // Enable color blending (required to work with transparencies) 1082 1083 // Init state: Culling 1084 // NOTE: All shapes/models triangles are drawn CCW 1085 // Cull the back face (default) 1086 // Front face are defined counter clockwise (default) 1087 // Enable backface culling 1088 1089 // Init state: Cubemap seamless 1090 1091 // Seamless cubemaps (not supported on OpenGL ES 2.0) 1092 1093 // Init state: Color hints (deprecated in OpenGL 3.0+) 1094 // Improve quality of color and texture coordinate interpolation 1095 // Smooth shading between vertex (vertex colors interpolation) 1096 1097 // Store screen size into global variables 1098 1099 //---------------------------------------------------------- 1100 1101 // Init state: Color/Depth buffers clear 1102 // Set clear color (black) 1103 // Set clear depth value (default) 1104 // Clear color and depth buffers (depth buffer required for 3D) 1105 1106 // Vertex Buffer Object deinitialization (memory free) 1107 1108 // Unload default shader 1109 1110 // Unload default texture 1111 1112 // Load OpenGL extensions 1113 // NOTE: External loader function must be provided 1114 1115 // Also defined for GRAPHICS_API_OPENGL_21 1116 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) 1117 1118 // Get number of supported extensions 1119 1120 // Get supported extensions list 1121 // WARNING: glGetStringi() not available on OpenGL 2.1 1122 1123 // Register supported extensions flags 1124 // OpenGL 3.3 extensions supported by default (core) 1125 1126 // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans 1127 // Texture compression: DXT 1128 // Texture compression: ETC2/EAC 1129 1130 // GRAPHICS_API_OPENGL_33 1131 1132 // Get supported extensions list 1133 1134 // Allocate 512 strings pointers (2 KB) 1135 // One big const string 1136 1137 // NOTE: We have to duplicate string because glGetString() returns a const string 1138 // Get extensions string size in bytes 1139 1140 // Check required extensions 1141 1142 // Check VAO support 1143 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature 1144 1145 // The extension is supported by our hardware and driver, try to get related functions pointers 1146 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... 1147 1148 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted 1149 1150 // Check instanced rendering support 1151 // Web ANGLE 1152 1153 // Standard EXT 1154 1155 // Check NPOT textures support 1156 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature 1157 1158 // Check texture float support 1159 1160 // Check depth texture support 1161 1162 // Check texture compression support: DXT 1163 1164 // Check texture compression support: ETC1 1165 1166 // Check texture compression support: ETC2/EAC 1167 1168 // Check texture compression support: PVR 1169 1170 // Check texture compression support: ASTC 1171 1172 // Check anisotropic texture filter support 1173 1174 // Check clamp mirror wrap mode support 1175 1176 // Free extensions pointers 1177 1178 // Duplicated string must be deallocated 1179 // GRAPHICS_API_OPENGL_ES2 1180 1181 // Check OpenGL information and capabilities 1182 //------------------------------------------------------------------------------ 1183 // Show current OpenGL and GLSL version 1184 1185 // NOTE: Anisotropy levels capability is an extension 1186 1187 // Show some OpenGL GPU capabilities 1188 1189 /* 1190 // Following capabilities are only supported by OpenGL 4.3 or greater 1191 glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); 1192 TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); 1193 glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); 1194 TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); 1195 */ 1196 // RLGL_SHOW_GL_DETAILS_INFO 1197 1198 // Show some basic info about GL supported features 1199 1200 // RLGL_SHOW_GL_DETAILS_INFO 1201 1202 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1203 1204 // Get current OpenGL version 1205 1206 // NOTE: Force OpenGL 3.3 on OSX 1207 1208 // Get default framebuffer width 1209 1210 // Get default framebuffer height 1211 1212 // Get default internal texture (white texture) 1213 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 1214 1215 // Get default shader id 1216 1217 // Get default shader locs 1218 1219 // Render batch management 1220 //------------------------------------------------------------------------------------------------ 1221 // Load render batch 1222 1223 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) 1224 //-------------------------------------------------------------------------------------------- 1225 1226 // 3 float by vertex, 4 vertex by quad 1227 // 2 float by texcoord, 4 texcoord by quad 1228 // 4 float by color, 4 colors by quad 1229 1230 // 6 int by quad (indices) 1231 1232 // 6 int by quad (indices) 1233 1234 // Indices can be initialized right now 1235 1236 //-------------------------------------------------------------------------------------------- 1237 1238 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs 1239 //-------------------------------------------------------------------------------------------- 1240 1241 // Initialize Quads VAO 1242 1243 // Quads - Vertex buffers binding and attributes enable 1244 // Vertex position buffer (shader-location = 0) 1245 1246 // Vertex texcoord buffer (shader-location = 1) 1247 1248 // Vertex color buffer (shader-location = 3) 1249 1250 // Fill index buffer 1251 1252 // Unbind the current VAO 1253 1254 //-------------------------------------------------------------------------------------------- 1255 1256 // Init draw calls tracking system 1257 //-------------------------------------------------------------------------------------------- 1258 1259 //batch.draws[i].vaoId = 0; 1260 //batch.draws[i].shaderId = 0; 1261 1262 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); 1263 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); 1264 1265 // Record buffer count 1266 // Reset draws counter 1267 // Reset depth value 1268 //-------------------------------------------------------------------------------------------- 1269 1270 // Unload default internal buffers vertex data from CPU and GPU 1271 1272 // Unbind everything 1273 1274 // Unload all vertex buffers data 1275 1276 // Unbind VAO attribs data 1277 1278 // Delete VBOs from GPU (VRAM) 1279 1280 // Delete VAOs from GPU (VRAM) 1281 1282 // Free vertex arrays memory from CPU (RAM) 1283 1284 // Unload arrays 1285 1286 // Draw render batch 1287 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) 1288 1289 // Update batch vertex buffers 1290 //------------------------------------------------------------------------------------------------------------ 1291 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) 1292 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) 1293 1294 // Activate elements VAO 1295 1296 // Vertex positions buffer 1297 1298 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer 1299 1300 // Texture coordinates buffer 1301 1302 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer 1303 1304 // Colors buffer 1305 1306 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer 1307 1308 // NOTE: glMapBuffer() causes sync issue. 1309 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. 1310 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). 1311 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new 1312 // allocated pointer immediately even if GPU is still working with the previous data. 1313 1314 // Another option: map the buffer object into client's memory 1315 // Probably this code could be moved somewhere else... 1316 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); 1317 // if (batch->vertexBuffer[batch->currentBuffer].vertices) 1318 // { 1319 // Update vertex data 1320 // } 1321 // glUnmapBuffer(GL_ARRAY_BUFFER); 1322 1323 // Unbind the current VAO 1324 1325 //------------------------------------------------------------------------------------------------------------ 1326 1327 // Draw batch vertex buffers (considering VR stereo if required) 1328 //------------------------------------------------------------------------------------------------------------ 1329 1330 // Setup current eye viewport (half screen width) 1331 1332 // Set current eye view offset to modelview matrix 1333 1334 // Set current eye projection matrix 1335 1336 // Draw buffers 1337 1338 // Set current shader and upload current MVP matrix 1339 1340 // Create modelview-projection matrix and upload to shader 1341 1342 // Bind vertex attrib: position (shader-location = 0) 1343 1344 // Bind vertex attrib: texcoord (shader-location = 1) 1345 1346 // Bind vertex attrib: color (shader-location = 3) 1347 1348 // Setup some default shader values 1349 1350 // Active default sampler2D: texture0 1351 1352 // Activate additional sampler textures 1353 // Those additional textures will be common for all draw calls of the batch 1354 1355 // Activate default sampler2D texture0 (one texture is always active for default batch shader) 1356 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls 1357 1358 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default 1359 1360 // We need to define the number of indices to be processed: elementCount*6 1361 // NOTE: The final parameter tells the GPU the offset in bytes from the 1362 // start of the index buffer to the location of the first index to process 1363 1364 // Unbind textures 1365 1366 // Unbind VAO 1367 1368 // Unbind shader program 1369 1370 //------------------------------------------------------------------------------------------------------------ 1371 1372 // Reset batch buffers 1373 //------------------------------------------------------------------------------------------------------------ 1374 // Reset vertex counter for next frame 1375 1376 // Reset depth for next draw 1377 1378 // Restore projection/modelview matrices 1379 1380 // Reset RLGL.currentBatch->draws array 1381 1382 // Reset active texture units for next batch 1383 1384 // Reset draws counter to one draw for the batch 1385 1386 //------------------------------------------------------------------------------------------------------------ 1387 1388 // Change to next buffer in the list (in case of multi-buffering) 1389 1390 // Set the active render batch for rlgl 1391 1392 // Update and draw internal render batch 1393 1394 // NOTE: Stereo rendering is checked inside 1395 1396 // Check internal buffer overflow for a given number of vertex 1397 // and force a rlRenderBatch draw call if required 1398 1399 // NOTE: Stereo rendering is checked inside 1400 1401 // Restore state of last batch so we can continue adding vertices 1402 1403 // Textures data management 1404 //----------------------------------------------------------------------------------------- 1405 // Convert image data to OpenGL texture (returns OpenGL valid Id) 1406 1407 // Free any old binding 1408 1409 // Check texture format support by OpenGL 1.1 (compressed textures not supported) 1410 1411 // GRAPHICS_API_OPENGL_11 1412 1413 // Generate texture id 1414 1415 // Mipmap data offset 1416 1417 // Load the different mipmap levels 1418 1419 // Security check for NPOT textures 1420 1421 // Texture parameters configuration 1422 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used 1423 1424 // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used 1425 1426 // Set texture to repeat on x-axis 1427 // Set texture to repeat on y-axis 1428 1429 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! 1430 // Set texture to clamp on x-axis 1431 // Set texture to clamp on y-axis 1432 1433 // Set texture to repeat on x-axis 1434 // Set texture to repeat on y-axis 1435 1436 // Magnification and minification filters 1437 // Alternative: GL_LINEAR 1438 // Alternative: GL_LINEAR 1439 1440 // Activate Trilinear filtering if mipmaps are available 1441 1442 // At this point we have the texture loaded in GPU and texture parameters configured 1443 1444 // NOTE: If mipmaps were not in data, they are not generated automatically 1445 1446 // Unbind current texture 1447 1448 // Load depth texture/renderbuffer (to be attached to fbo) 1449 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions 1450 1451 // In case depth textures not supported, we force renderbuffer usage 1452 1453 // NOTE: We let the implementation to choose the best bit-depth 1454 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F 1455 1456 // Create the renderbuffer that will serve as the depth attachment for the framebuffer 1457 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices 1458 1459 // Load texture cubemap 1460 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), 1461 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z 1462 1463 // Load cubemap faces 1464 1465 // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) 1466 1467 // Set cubemap texture sampling parameters 1468 1469 // Flag not supported on OpenGL ES 2.0 1470 1471 // Update already loaded texture in GPU with new data 1472 // NOTE: We don't know safely if internal texture format is the expected one... 1473 1474 // Get OpenGL internal formats and data type from raylib PixelFormat 1475 1476 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA 1477 1478 // NOTE: Requires extension OES_texture_float 1479 // NOTE: Requires extension OES_texture_float 1480 // NOTE: Requires extension OES_texture_float 1481 1482 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 1483 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1484 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1485 // NOTE: Requires PowerVR GPU 1486 // NOTE: Requires PowerVR GPU 1487 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1488 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1489 1490 // Unload texture from GPU memory 1491 1492 // Generate mipmap data for selected texture 1493 1494 // Check if texture is power-of-two (POT) 1495 1496 // WARNING: Manual mipmap generation only works for RGBA 32bit textures! 1497 1498 // Retrieve texture data from VRAM 1499 1500 // NOTE: Texture data size is reallocated to fit mipmaps data 1501 // NOTE: CPU mipmap generation only supports RGBA 32bit data 1502 1503 // Load the mipmaps 1504 1505 // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data 1506 1507 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE 1508 // Generate mipmaps automatically 1509 1510 // Activate Trilinear filtering for mipmaps 1511 1512 // Read texture pixel data 1513 1514 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) 1515 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE 1516 //int width, height, format; 1517 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); 1518 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); 1519 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); 1520 1521 // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. 1522 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. 1523 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) 1524 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) 1525 1526 // glGetTexImage() is not available on OpenGL ES 2.0 1527 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. 1528 // Two possible Options: 1529 // 1 - Bind texture to color fbo attachment and glReadPixels() 1530 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() 1531 // We are using Option 1, just need to care for texture format on retrieval 1532 // NOTE: This behaviour could be conditioned by graphic driver... 1533 1534 // Attach our texture to FBO 1535 1536 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format 1537 1538 // Clean up temporal fbo 1539 1540 // Read screen pixel data (color buffer) 1541 1542 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer 1543 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! 1544 1545 // Flip image vertically! 1546 1547 // Flip line 1548 1549 // Set alpha component value to 255 (no trasparent image retrieval) 1550 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! 1551 1552 // NOTE: image data should be freed 1553 1554 // Framebuffer management (fbo) 1555 //----------------------------------------------------------------------------------------- 1556 // Load a framebuffer to be used for rendering 1557 // NOTE: No textures attached 1558 1559 // Create the framebuffer object 1560 // Unbind any framebuffer 1561 1562 // Attach color buffer texture to an fbo (unloads previous attachment) 1563 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture 1564 1565 // Verify render texture is complete 1566 1567 // Unload framebuffer from GPU memory 1568 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted 1569 1570 // Query depth attachment to automatically delete texture/renderbuffer 1571 1572 // Bind framebuffer to query depth texture type 1573 1574 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, 1575 // the texture image is automatically detached from the currently bound framebuffer. 1576 1577 // Vertex data management 1578 //----------------------------------------------------------------------------------------- 1579 // Load a new attributes buffer 1580 1581 // Load a new attributes element buffer 1582 1583 // Enable vertex buffer (VBO) 1584 1585 // Disable vertex buffer (VBO) 1586 1587 // Enable vertex buffer element (VBO element) 1588 1589 // Disable vertex buffer element (VBO element) 1590 1591 // Update vertex buffer with new data 1592 // NOTE: dataSize and offset must be provided in bytes 1593 1594 // Update vertex buffer elements with new data 1595 // NOTE: dataSize and offset must be provided in bytes 1596 1597 // Enable vertex array object (VAO) 1598 1599 // Disable vertex array object (VAO) 1600 1601 // Enable vertex attribute index 1602 1603 // Disable vertex attribute index 1604 1605 // Draw vertex array 1606 1607 // Draw vertex array elements 1608 1609 // Draw vertex array instanced 1610 1611 // Draw vertex array elements instanced 1612 1613 // Enable vertex state pointer 1614 1615 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors 1616 1617 // Disable vertex state pointer 1618 1619 // Load vertex array object (VAO) 1620 1621 // Set vertex attribute 1622 1623 // Set vertex attribute divisor 1624 1625 // Unload vertex array object (VAO) 1626 1627 // Unload vertex buffer (VBO) 1628 1629 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); 1630 1631 // Shaders management 1632 //----------------------------------------------------------------------------------------------- 1633 // Load shader from code strings 1634 // NOTE: If shader string is NULL, using default vertex/fragment shaders 1635 1636 // Detach shader before deletion to make sure memory is freed 1637 1638 // Detach shader before deletion to make sure memory is freed 1639 1640 // Get available shader uniforms 1641 // NOTE: This information is useful for debug... 1642 1643 // Assume no variable names longer than 256 1644 1645 // Get the name of the uniforms 1646 1647 // Compile custom shader and return shader id 1648 1649 //case GL_GEOMETRY_SHADER: 1650 1651 //case GL_GEOMETRY_SHADER: 1652 1653 // Load custom shader strings and return program id 1654 1655 // NOTE: Default attribute shader locations must be binded before linking 1656 1657 // NOTE: If some attrib name is no found on the shader, it locations becomes -1 1658 1659 // NOTE: All uniform variables are intitialised to 0 when a program links 1660 1661 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1662 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1663 //GLint binarySize = 0; 1664 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1665 1666 // Unload shader program 1667 1668 // Get shader location uniform 1669 1670 // Get shader location attribute 1671 1672 // Set shader value uniform 1673 1674 // Set shader value attribute 1675 1676 // Set shader value uniform matrix 1677 1678 // Set shader value uniform sampler 1679 1680 // Check if texture is already active 1681 1682 // Register a new active texture for the internal batch system 1683 // NOTE: Default texture is always activated as GL_TEXTURE0 1684 1685 // Activate new texture unit 1686 // Save texture id for binding on drawing 1687 1688 // Set shader currently active (id and locations) 1689 1690 // Load compute shader program 1691 1692 // NOTE: All uniform variables are intitialised to 0 when a program links 1693 1694 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1695 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1696 //GLint binarySize = 0; 1697 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1698 1699 // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 1700 1701 // Load shader storage buffer object (SSBO) 1702 1703 // Unload shader storage buffer object (SSBO) 1704 1705 // Update SSBO buffer data 1706 1707 // Get SSBO buffer size 1708 1709 // Read SSBO buffer data 1710 1711 // Bind SSBO buffer 1712 1713 // Copy SSBO buffer data 1714 1715 // Bind image texture 1716 1717 // Matrix state management 1718 //----------------------------------------------------------------------------------------- 1719 // Get internal modelview matrix 1720 1721 // Get internal projection matrix 1722 1723 // Get internal accumulated transform matrix 1724 1725 // TODO: Consider possible transform matrices in the RLGL.State.stack 1726 // Is this the right order? or should we start with the first stored matrix instead of the last one? 1727 //Matrix matStackTransform = rlMatrixIdentity(); 1728 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); 1729 1730 // Get internal projection matrix for stereo render (selected eye) 1731 1732 // Get internal view offset matrix for stereo render (selected eye) 1733 1734 // Set a custom modelview matrix (replaces internal modelview matrix) 1735 1736 // Set a custom projection matrix (replaces internal projection matrix) 1737 1738 // Set eyes projection matrices for stereo rendering 1739 1740 // Set eyes view offsets matrices for stereo rendering 1741 1742 // Load and draw a quad in NDC 1743 1744 // Positions Texcoords 1745 1746 // Gen VAO to contain VBO 1747 1748 // Gen and fill vertex buffer (VBO) 1749 1750 // Bind vertex attributes (position, texcoords) 1751 1752 // Positions 1753 1754 // Texcoords 1755 1756 // Draw quad 1757 1758 // Delete buffers (VBO and VAO) 1759 1760 // Load and draw a cube in NDC 1761 1762 // Positions Normals Texcoords 1763 1764 // Gen VAO to contain VBO 1765 1766 // Gen and fill vertex buffer (VBO) 1767 1768 // Bind vertex attributes (position, normals, texcoords) 1769 1770 // Positions 1771 1772 // Normals 1773 1774 // Texcoords 1775 1776 // Draw cube 1777 1778 // Delete VBO and VAO 1779 1780 // Get name string for pixel format 1781 1782 // 8 bit per pixel (no alpha) 1783 // 8*2 bpp (2 channels) 1784 // 16 bpp 1785 // 24 bpp 1786 // 16 bpp (1 bit alpha) 1787 // 16 bpp (4 bit alpha) 1788 // 32 bpp 1789 // 32 bpp (1 channel - float) 1790 // 32*3 bpp (3 channels - float) 1791 // 32*4 bpp (4 channels - float) 1792 // 4 bpp (no alpha) 1793 // 4 bpp (1 bit alpha) 1794 // 8 bpp 1795 // 8 bpp 1796 // 4 bpp 1797 // 4 bpp 1798 // 8 bpp 1799 // 4 bpp 1800 // 4 bpp 1801 // 8 bpp 1802 // 2 bpp 1803 1804 //---------------------------------------------------------------------------------- 1805 // Module specific Functions Definition 1806 //---------------------------------------------------------------------------------- 1807 1808 // Load default shader (just vertex positioning and texture coloring) 1809 // NOTE: This shader program is used for internal buffers 1810 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1811 1812 // NOTE: All locations must be reseted to -1 (no location) 1813 1814 // Vertex shader directly defined, no external file required 1815 1816 // Fragment shader directly defined, no external file required 1817 1818 // Precision required for OpenGL ES2 (WebGL) 1819 1820 // NOTE: Compiled vertex/fragment shaders are kept for re-use 1821 // Compile default vertex shader 1822 // Compile default fragment shader 1823 1824 // Set default shader locations: attributes locations 1825 1826 // Set default shader locations: uniform locations 1827 1828 // Unload default shader 1829 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1830 1831 // Get compressed format official GL identifier name 1832 1833 // GL_EXT_texture_compression_s3tc 1834 1835 // GL_3DFX_texture_compression_FXT1 1836 1837 // GL_IMG_texture_compression_pvrtc 1838 1839 // GL_OES_compressed_ETC1_RGB8_texture 1840 1841 // GL_ARB_texture_compression_rgtc 1842 1843 // GL_ARB_texture_compression_bptc 1844 1845 // GL_ARB_ES3_compatibility 1846 1847 // GL_KHR_texture_compression_astc_hdr 1848 1849 // RLGL_SHOW_GL_DETAILS_INFO 1850 1851 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1852 1853 // Mipmaps data is generated after image data 1854 // NOTE: Only works with RGBA (4 bytes) data! 1855 1856 // Required mipmap levels count (including base level) 1857 1858 // Size in bytes (will include mipmaps...), RGBA only 1859 1860 // Count mipmap levels required 1861 1862 // Add mipmap size (in bytes) 1863 1864 // RGBA: 4 bytes 1865 1866 // Generate mipmaps 1867 // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes) 1868 1869 // Size of last mipmap 1870 1871 // Mipmap size to store after offset 1872 1873 // Add mipmap to data 1874 1875 // free mipmap data 1876 1877 // Manual mipmap generation (basic scaling algorithm) 1878 1879 // Scaling algorithm works perfectly (box-filter) 1880 1881 // GRAPHICS_API_OPENGL_11 1882 1883 // Get pixel data size in bytes (image or texture) 1884 // NOTE: Size depends on pixel format 1885 1886 // Size in bytes 1887 // Bits per pixel 1888 1889 // Total data size in bytes 1890 1891 // Most compressed formats works on 4x4 blocks, 1892 // if texture is smaller, minimum dataSize is 8 or 16 1893 1894 // Auxiliar math functions 1895 1896 // Get identity matrix 1897 1898 // Get two matrix multiplication 1899 // NOTE: When multiplying matrices... the order matters! 1900 1901 // RLGL_IMPLEMENTATION